Daz Import (Fbx) Problem

edited December 1969 in New Users

Hi guys,

Problems like in the picture.

What is the reason? How can I solve?

2.png
1280 x 1024 - 150K
1.png
1280 x 1024 - 184K

Comments

  • Miss BMiss B Posts: 3,071
    edited January 2014

    If you're referring to the "origin" point of the character being on the floor, but the character is way above it, that can be changed, though I don't use Maya so am not sure how to do it in that application.

    In Blender I select the object/character in Object mode (not Edit mode) and click on the Origin button on the Tool Palette and it gives me 3 options. While I'm modeling something, I usually choose, "move origin to geometry". In this case, however, I would choose "move geometry to origin".

    If Maya has an option to move the origin point, that's how I would attempt to fix it.

    Post edited by Miss B on
  • edited January 2014

    Miss B said:
    If you're referring to the "origin" point of the character being on the floor, but the character is way above it, that can be changed, though I don't use Maya so am not sure how to do it in that application.

    In Blender I select the object/character in Object mode (not Edit mode) and click on the Origin button on the Tool Palette and it gives me 3 options. While I'm modeling something, I usually choose, "move origin to geometry". In this case, however, I would choose "move geometry to origin".

    If Maya has an option to move the origin point, that's how I would attempt to fix it.

    I'll try the Blender program. Here's the problem,

    Character above. Can not be controlled. *-* I do not know what's the problem. I think, Maya program deletes the character details.

    Because of this. > (Non Deformer History). But nisi, does not work export. I don't know what to do.

    Post edited by thepartyneverends__2349683 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,241
    edited January 2014

    are you importing the entire figure and expecting the rigging and morphs to work after being in Maya (or any other program?)
    sorry, this is not possible.
    you can reimport animation or poses usually as bvh
    mesh as a morph target or modified UV object if vertex order only repositioned not deleted or added
    or as a static obj
    or if lucky collada import might bring some rigging and animation over but usually incompatable with saving.

    I believe there is a transPoser plugin for maya that might give better results but really do not know as not in financial position to ever use Maya.

    Post edited by WendyLuvsCatz on
  • edited January 2014

    I still haven't found a solution... :/

    Post edited by thepartyneverends__2349683 on
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